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📄 cchessuidlg.cpp

📁 中国象棋人机对弈
💻 CPP
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// CChessUIDlg.cpp : 实现文件
//

#include "stdafx.h"
#include "CChessUI.h"
#include "CChessUIDlg.h"

#include ".\cchessuidlg.h"
#include <vector>


#include "mmsystem.h"
#pragma comment(lib, "winmm.lib")

#include "CChessMove.h"
#include "CChessSearch.h"

using namespace std;

#ifdef _DEBUG
#define new DEBUG_NEW
#endif

HANDLE HMutex;
//bool fPaintOver =false;

#define REDWIN		1
#define BLACKWIN	2
#define NOTEND		0


typedef struct{
	BYTE	CChessBoard[9][10];
	POINT	ptChess[32];
	//POINT	ptPreKuang;
	//POINT	ptCurKuang;

} CCChess;	// 供悔棋、还原保存用的信息结构


RECT rctPreB,rctCurB;
RECT rctPreR,rctCurR;
///////////////////////////////////////////////////////////
CString str;
POINT ptCFrom, ptCTo;
int nObject;
POINT stPoint;
////////////////////////////////////////////
CCChess	temp;


vector<CCChess> vBackQueue;	//悔棋保存队列
vector<CCChess> vForwardQueue;	//还原保存队列

vector<CString> vNameQueue;

CWinThread * CThinkingThread;	//计算机思考线程
bool bThreadOver;

HANDLE hhWnd;	//用于保存当前窗口句柄


//---计时器用变量-----
int Second_a = 0;
int Minute_a = 0;
int Hour_a = 0;
float Second_a2 = 0;

int Second_b = 0;
int Minute_b =0;
int Hour_b =0;
float Second_b2=0;
//------------------------


//----装载bmp用的变量----
HBITMAP bit;
HDC		MemDC;
HDC		DCBak;
HDC		DCKuang;
int		ww,hh;

int		qipan;
CString qzidir;	
CRect	rect;	
//-------------------------

//两个框的位置
POINT ptPreKuang;	
POINT ptCurKuang;

const int NOCHESS =33;

//----用于贴图位置的数组下标----
const int RED_K0 =0;		
const int RED_Sl =1;	
const int RED_Sr =2;	
const int RED_Xl =3;	
const int RED_Xr =4;	
const int RED_Ml =5;	
const int RED_Mr =6;	
const int RED_Jl =7;	
const int RED_Jr =8;	
const int RED_Pl =9;		
const int RED_Pr =10;	
const int RED_B1 =11;		
const int RED_B2 =12;		
const int RED_B3 =13;		
const int RED_B4 =14;	
const int RED_B5 =15;		

const int BLACK_K0 =16;		
const int BLACK_Sl =17;		
const int BLACK_Sr =18;		
const int BLACK_Xl =19;	
const int BLACK_Xr =20;		
const int BLACK_Ml =21;		
const int BLACK_Mr =22;	
const int BLACK_Jl =23;	
const int BLACK_Jr =24;	
const int BLACK_Pl =25;	
const int BLACK_Pr =26;	
const int BLACK_B1 =27;		
const int BLACK_B2 =28;	
const int BLACK_B3 =29;		
const int BLACK_B4 =30;	
const int BLACK_B5 =31;
//----------------------------

CListBox *pLB =NULL;

POINT ptChess[32];//32个棋子的像素位置

int nHaveSelected =NOCHESS;	//用户所选棋子(位置)

CCHESSMOVE cmMove;	//走法

bool fGameover =false;

int WhoseTurn =RED;

enum {STQP,SJQP,MTQP};	//棋盘样式

enum {STQZ,SJQZ,MTQZ};	//棋子样式

enum {NORMAL,BLIND};	//下棋模式


int nNumOfStep =0;	//记录步数



////////////////////////// Function Prototype //////////////////////////////

// 思考线程
UINT ThinkingThread(LPVOID pParam);

//开局
//inline void CCChessUIDlg::Restart();

//游戏结束
inline void GameOver();

//将鼠标所点位置转换为特定格子像素
inline POINT GetThePoint( CPoint point );

//将特定格子像素转换为CChessBoard的数组下标
inline POINT PointToCChessBoard( POINT point );

//将CChessBoard的数组下标转换为特定格子像素
inline POINT CChessBoardToPoint( POINT xyPoint );

//判断特定格子像素的棋子状况,返回如RED_B1形式或NOCHESS
inline int JudgeThePoint( POINT point );

//判断nA与nB是否是同一方的子,若是返回true,否则返回false
inline bool IsTheSameSide( int nA, int nB );

//判断是否游戏已经结束,红胜返回REDWIN,黑胜返回BLACKWIN,未结束返回NOTEND
inline int IsGameOverUI();


//判断走法是否合法,合法返回真,不合法返回假
inline bool CanMOVE(POINT ptfrom, POINT ptto);
//inline bool HaveMan(POINT ptPosition );
//inline bool isred(POINT ptto);
//inline bool isblack(POINT ptto);

//将阿拉伯数字转换为中国数字
CString ConvertDigit(int nNum);

//取得着法的名称
CString GetMoveStr(int nFromX,int nFromY,int nToX,int nToY,int nSourceID);

//装载bmp
inline BOOL loadbmp(CString cc);

//贴透明背景的bmp
inline void TransparentBlt2( HDC hdc0,	
					POINT point0,
					int nW0,int nH0,
					HDC hdc1,
					int nX1,int nY1,
					int nW1,int nH1,
					UINT Tcol
					);

///////////////////////////////////////////////////////////////////////////////



// 用于应用程序“关于”菜单项的 CAboutDlg 对话框

class CAboutDlg : public CDialog
{
public:
	CAboutDlg();

// 对话框数据
	enum { IDD = IDD_ABOUTBOX };

	protected:
	virtual void DoDataExchange(CDataExchange* pDX);    // DDX/DDV 支持

// 实现
protected:
	DECLARE_MESSAGE_MAP()
};

CAboutDlg::CAboutDlg() : CDialog(CAboutDlg::IDD)
{
}

void CAboutDlg::DoDataExchange(CDataExchange* pDX)
{
	CDialog::DoDataExchange(pDX);
}

BEGIN_MESSAGE_MAP(CAboutDlg, CDialog)
END_MESSAGE_MAP()


// CCChessUIDlg 对话框



CCChessUIDlg::CCChessUIDlg(CWnd* pParent /*=NULL*/)
	: CDialog(CCChessUIDlg::IDD, pParent)
{
	m_hIcon = AfxGetApp()->LoadIcon(IDR_MAINFRAME);
}

void CCChessUIDlg::DoDataExchange(CDataExchange* pDX)
{
	CDialog::DoDataExchange(pDX);
	DDX_Control(pDX, IDC_BUTTON1, cb1);
	DDX_Control(pDX, IDC_BUTTON2, cb2);
}

BEGIN_MESSAGE_MAP(CCChessUIDlg, CDialog)
	ON_WM_SYSCOMMAND()
	ON_WM_DESTROY()
	ON_WM_PAINT()
	ON_WM_QUERYDRAGICON()
	//}}AFX_MSG_MAP
	ON_WM_LBUTTONDOWN()
	ON_BN_CLICKED(IDC_BUTTON3, OnBnClickedButton3)
	ON_BN_CLICKED(IDC_BUTTON4, OnBnClickedButton4)
	ON_BN_CLICKED(IDC_BUTTON1, OnBnClickedButton1)
	//ON_LBN_SELCHANGE(IDC_LISTCCHESS, OnLbnSelchangeListcchess)
	ON_COMMAND(ID_NewGame, OnMenuNewGame)
	ON_COMMAND(ID_Quit, OnMenuQuit)
	ON_COMMAND(ID_About, OnAbout)
	ON_COMMAND(ID_SetE, OnSetEngine)
	ON_WM_TIMER()
	ON_BN_CLICKED(IDC_BUTTON2, OnBnClickedButton2)


	//ON_UPDATE_COMMAND_UI_RANGE(ID_st_Qipan, ID_mt_Qipan, OnUpdateQipan)
	//ON_UPDATE_COMMAND_UI_RANGE(ID_st_Qizi, ID_mt_Qizi, OnUpdateQizi)
	
	ON_WM_INITMENUPOPUP()

	ON_COMMAND(ID_Normal, &CCChessUIDlg::OnNormal)
	ON_UPDATE_COMMAND_UI(ID_Normal, &CCChessUIDlg::OnUpdateNormal)

	ON_COMMAND(ID_Blind, &CCChessUIDlg::OnBlind)
	ON_UPDATE_COMMAND_UI(ID_Blind, &CCChessUIDlg::OnUpdateBlind)

	ON_COMMAND(ID_st_Qipan, &CCChessUIDlg::OnstQipan)
	ON_UPDATE_COMMAND_UI(ID_st_Qipan, &CCChessUIDlg::OnUpdatestQipan)

	ON_COMMAND(ID_sj_Qipan, &CCChessUIDlg::OnsjQipan)
	ON_UPDATE_COMMAND_UI(ID_sj_Qipan, &CCChessUIDlg::OnUpdatesjQipan)

	ON_COMMAND(ID_mt_Qipan, &CCChessUIDlg::OnmtQipan)
	ON_UPDATE_COMMAND_UI(ID_mt_Qipan, &CCChessUIDlg::OnUpdatemtQipan)

	ON_COMMAND(ID_st_Qizi, &CCChessUIDlg::OnstQizi)
	ON_UPDATE_COMMAND_UI(ID_st_Qizi, &CCChessUIDlg::OnUpdatestQizi)

	ON_COMMAND(ID_sj_Qizi, &CCChessUIDlg::OnsjQizi)
	ON_UPDATE_COMMAND_UI(ID_sj_Qizi, &CCChessUIDlg::OnUpdatesjQizi)

	ON_COMMAND(ID_mt_Qizi, &CCChessUIDlg::OnmtQizi)
	ON_UPDATE_COMMAND_UI(ID_mt_Qizi, &CCChessUIDlg::OnUpdatemtQizi)

END_MESSAGE_MAP()

void CCChessUIDlg::OnInitMenuPopup(CMenu *pPopupMenu, UINT nIndex,BOOL bSysMenu)
{
    ASSERT(pPopupMenu != NULL);
    // Check the enabled state of various menu items.

    CCmdUI state;
    state.m_pMenu = pPopupMenu;
    ASSERT(state.m_pOther == NULL);
    ASSERT(state.m_pParentMenu == NULL);

    // Determine if menu is popup in top-level menu and set m_pOther to
    // it if so (m_pParentMenu == NULL indicates that it is secondary popup).
    HMENU hParentMenu;
    if (AfxGetThreadState()->m_hTrackingMenu == pPopupMenu->m_hMenu)
        state.m_pParentMenu = pPopupMenu;    // Parent == child for tracking popup.
    else if ((hParentMenu = ::GetMenu(m_hWnd)) != NULL)
    {
        CWnd* pParent = this;
           // Child windows don't have menus--need to go to the top!
        if (pParent != NULL &&
           (hParentMenu = ::GetMenu(pParent->m_hWnd)) != NULL)
        {
           int nIndexMax = ::GetMenuItemCount(hParentMenu);
           for (int nIndex = 0; nIndex < nIndexMax; nIndex++)
           {
            if (::GetSubMenu(hParentMenu, nIndex) == pPopupMenu->m_hMenu)
            {
                // When popup is found, m_pParentMenu is containing menu.
                state.m_pParentMenu = CMenu::FromHandle(hParentMenu);
                break;
            }
           }
        }
    }

    state.m_nIndexMax = pPopupMenu->GetMenuItemCount();
    for (state.m_nIndex = 0; state.m_nIndex < state.m_nIndexMax;
      state.m_nIndex++)
    {
        state.m_nID = pPopupMenu->GetMenuItemID(state.m_nIndex);
        if (state.m_nID == 0)
           continue; // Menu separator or invalid cmd - ignore it.

        ASSERT(state.m_pOther == NULL);
        ASSERT(state.m_pMenu != NULL);
        if (state.m_nID == (UINT)-1)
        {
           // Possibly a popup menu, route to first item of that popup.
           state.m_pSubMenu = pPopupMenu->GetSubMenu(state.m_nIndex);
           if (state.m_pSubMenu == NULL ||
            (state.m_nID = state.m_pSubMenu->GetMenuItemID(0)) == 0 ||
            state.m_nID == (UINT)-1)
           {
            continue;       // First item of popup can't be routed to.
           }
           state.DoUpdate(this, TRUE);   // Popups are never auto disabled.
        }
        else
        {
           // Normal menu item.
           // Auto enable/disable if frame window has m_bAutoMenuEnable
           // set and command is _not_ a system command.
           state.m_pSubMenu = NULL;
           state.DoUpdate(this, FALSE);
        }

        // Adjust for menu deletions and additions.
        UINT nCount = pPopupMenu->GetMenuItemCount();
        if (nCount < state.m_nIndexMax)
        {
           state.m_nIndex -= (state.m_nIndexMax - nCount);
           while (state.m_nIndex < nCount &&
            pPopupMenu->GetMenuItemID(state.m_nIndex) == state.m_nID)
           {
            state.m_nIndex++;
           }
        }
        state.m_nIndexMax = nCount;
    }
} 

// CCChessUIDlg 消息处理程序


BOOL CCChessUIDlg::OnInitDialog()
{
	CDialog::OnInitDialog();

	// 将\“关于...\”菜单项添加到系统菜单中。

	// IDM_ABOUTBOX 必须在系统命令范围内。
	ASSERT((IDM_ABOUTBOX & 0xFFF0) == IDM_ABOUTBOX);
	ASSERT(IDM_ABOUTBOX < 0xF000);

	CMenu* pSysMenu = GetSystemMenu(FALSE);
	if (pSysMenu != NULL)
	{
		CString strAboutMenu;
		strAboutMenu.LoadString(IDS_ABOUTBOX);
		if (!strAboutMenu.IsEmpty())
		{
			pSysMenu->AppendMenu(MF_SEPARATOR);
			pSysMenu->AppendMenu(MF_STRING, IDM_ABOUTBOX, strAboutMenu);
		}
	}

	// 设置此对话框的图标。当应用程序主窗口不是对话框时,框架将自动
	//  执行此操作
	SetIcon(m_hIcon, TRUE);			// 设置大图标
	SetIcon(m_hIcon, FALSE);		// 设置小图标

	
	
	// TODO: 在此添加额外的初始化代码

	//HMutex = ::CreateMutex(NULL,FALSE,NULL);
	
	ZeroMemory( &temp, sizeof(temp));
	ZeroMemory(&cmMove, sizeof(cmMove));

	srand( (unsigned)time( NULL ) );	//埋种子,以供估值函数里用

	MemDC =CreateCompatibleDC(0);
	DCBak =CreateCompatibleDC(0);
	DCKuang =CreateCompatibleDC(0);
	GetWindowRect(rect);

	GetDlgItem(IDC_EDIT1)->ShowWindow(SW_HIDE);

	pLB = (CListBox*)GetDlgItem(IDC_LISTCCHESS);


	//初选棋盘棋子样式及下棋模式
	m_Qipan = MTQP;
	qipan =IDB_MTQP;

	m_Qizi  = MTQZ;
	qzidir ="Pic/qizi/mutou/";

    m_Mode= NORMAL;

	//*****************************************
	Restart();
	//*****************************************

	hhWnd = this->m_hWnd;	//取本窗口句柄


	return TRUE;  // 除非设置了控件的焦点,否则返回 TRUE
}

void CCChessUIDlg::OnSysCommand(UINT nID, LPARAM lParam)
{
	if ((nID & 0xFFF0) == IDM_ABOUTBOX)
	{
		CAboutDlg dlgAbout;
		dlgAbout.DoModal();
	}
	else
	{
		CDialog::OnSysCommand(nID, lParam);
	}
}

void CCChessUIDlg::OnDestroy()
{
	WinHelp(0L, HELP_QUIT);
	CDialog::OnDestroy();
}

// 如果向对话框添加最小化按钮,则需要下面的代码
//  来绘制该图标。对于使用文档/视图模型的 MFC 应用程序,
//  这将由框架自动完成。

void CCChessUIDlg::OnPaint() 
{
	if (IsIconic())
	{
		CPaintDC dc(this); // 用于绘制的设备上下文

		SendMessage(WM_ICONERASEBKGND, reinterpret_cast<WPARAM>(dc.GetSafeHdc()), 0);

		// 使图标在工作矩形中居中
		int cxIcon = GetSystemMetrics(SM_CXICON);
		int cyIcon = GetSystemMetrics(SM_CYICON);
		CRect rect;
		GetClientRect(&rect);
		int x = (rect.Width() - cxIcon + 1) / 2;
		int y = (rect.Height() - cyIcon + 1) / 2;

		// 绘制图标
		dc.DrawIcon(x, y, m_hIcon);
	}
	else
	{
		//::WaitForSingleObject(HMutex,INFINITE);

		CRect rect;
		GetClientRect( &rect );
		CPaintDC pDC(this);
		CClientDC dc(this);	
		CDC dcbak;
		CBitmap bm;
		CBitmap* bmOld;
		dcbak.CreateCompatibleDC( &pDC);

		bm.LoadBitmap(qipan);

		bmOld=dcbak.SelectObject( &bm );
		pDC.BitBlt(0,0,rect.Width(), rect.Height(),&dcbak,0,0,SRCCOPY);
		dcbak.SelectObject( bmOld );


		//装载框
		loadbmp("Pic/Kuang.bmp");			
		SelectObject(DCKuang,bit);
		SetBkMode(DCKuang,TRANSPARENT);
	

		//贴框
		TransparentBlt2(dc.m_hDC,ptPreKuang,ww,hh,DCKuang,0,0,ww,hh,RGB(255,255,255));
		TransparentBlt2(dc.m_hDC,ptCurKuang,ww,hh,DCKuang,0,0,ww,hh,RGB(255,255,255));


		if(m_Mode == NORMAL)
		{
			//贴红子
			loadbmp(qzidir+"RED_K.bmp");			
			SelectObject(MemDC,bit);
			TransparentBlt2(dc.m_hDC,ptChess[RED_K0],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));

			loadbmp(qzidir+"RED_S.bmp");			
			SelectObject(MemDC,bit);
			TransparentBlt2(dc.m_hDC,ptChess[RED_Sl],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));
			TransparentBlt2(dc.m_hDC,ptChess[RED_Sr],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));

			loadbmp(qzidir+"RED_X.bmp");			
			SelectObject(MemDC,bit);
			TransparentBlt2(dc.m_hDC,ptChess[RED_Xl],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));
			TransparentBlt2(dc.m_hDC,ptChess[RED_Xr],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));

			loadbmp(qzidir+"RED_M.bmp");			
			SelectObject(MemDC,bit);
			TransparentBlt2(dc.m_hDC,ptChess[RED_Ml],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));
			TransparentBlt2(dc.m_hDC,ptChess[RED_Mr],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));

			loadbmp(qzidir+"RED_J.bmp");			
			SelectObject(MemDC,bit);
			TransparentBlt2(dc.m_hDC,ptChess[RED_Jl],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));
			TransparentBlt2(dc.m_hDC,ptChess[RED_Jr],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));

			loadbmp(qzidir+"RED_P.bmp");			
			SelectObject(MemDC,bit);
			TransparentBlt2(dc.m_hDC,ptChess[RED_Pl],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));
			TransparentBlt2(dc.m_hDC,ptChess[RED_Pr],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));

			loadbmp(qzidir+"RED_B.bmp");			
			SelectObject(MemDC,bit);
			TransparentBlt2(dc.m_hDC,ptChess[RED_B1],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));
			TransparentBlt2(dc.m_hDC,ptChess[RED_B2],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));
			TransparentBlt2(dc.m_hDC,ptChess[RED_B3],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));
			TransparentBlt2(dc.m_hDC,ptChess[RED_B4],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));
			TransparentBlt2(dc.m_hDC,ptChess[RED_B5],ww,hh,MemDC,0,0,ww,hh,RGB(255,255,255));

			//贴黑子
			loadbmp(qzidir+"BLACK_K.bmp");			

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